<Cybercore>

Engineering - Rigging and Salvage

Im here because you broke something.

Engineering - Rigging is a skill that allows you to make quick repairs and devise makeshift contraptions out of spare parts and salvaged materials. With this skill, you can get broken equipment and machinery up and running again without the need for a proper workshop. Additionally, you can use your ingenuity to re-purpose salvaged materials to meet your immediate needs, such as turning a broken vacuum bot into a remote sentry with the addition of a PDA, a solenoid, an AK47, and some duct tape. This skill is also useful for salvaging materials and spare parts from broken robots and equipment, which can be used to create new devices or improve existing ones. With Engineering - Rigging, you can get the job done with whatever resources you have available.

The rigging skill allows you to make repairs to devices without a workshop to hand. You cannot improve the quality of an item beyond 3 with this skill but you can get it up and running again. You can also use this skill to devise contraptions out of Spare Parts that might get you out of sticky situations, or repurpose machinery to meet your immediate needs.

Using Rigging

Each rigging task you attempt will have a difficulty rating based on the complexity of the repair, the availability of materials, and the quality you're trying to achieve. The base difficulty for field repairs is 10.

When you attempt to jury-rig repairs or create makeshift devices, you will make an Engineering - Rigging skill check against the task's difficulty rating. The GM may apply Boons or Banes based on various factors, such as available spare parts, time pressure, familiarity with the equipment, or quality of improvised tools.

  • A Critical Success produces an exceptional field repair or improvised device that exceeds expectations. Your jury-rigged solution works better than anticipated - you may restore an item to Quality 3 instead of Quality 2, create a tool that grants an additional +1d4 Boon, or discover you can accomplish the task with fewer spare parts than expected. The repair is stable and long-lasting.
  • A Regular Success allows you to complete your jury-rigging as intended. The device works, the repair holds, and you've successfully created a functional solution from whatever materials were at hand. The item functions at expected quality levels.
  • A Failure means your makeshift solution doesn't quite work. The repair may be temporary (lasting only a few uses), the improvised device malfunctions, or you've used up valuable spare parts without achieving your goal. You may need to try again with different materials or a new approach.
  • A Critical Failure results in catastrophic mishap: you've broken the item beyond repair, wasted rare spare parts, created a dangerous malfunction that could injure someone, or jury-rigged something that will fail at the worst possible moment. The situation is now worse than when you started.

Rigging Tricks

Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.

Hammer Time:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You don't need to know what's wrong, you have a hammer and percussive maintenance skills. You can get something working again by giving it a trusty hammer whack. This automatically succeeds on simple mechanical or electronic devices, bypassing the need for a skill check.

Salvage Master:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: Your eye for useful components is unmatched. When scavenging parts or materials from broken devices, you automatically find +2 additional spare parts beyond what your roll would normally yield. You can also identify the most valuable components at a glance.

Quick Fix:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can repair or restore a device or piece of equipment in half the normal time. When time is critical, your hands move with practiced speed, allowing you to complete field repairs in 50% of the usual duration while maintaining quality.

Mad Scientist:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can create a contraption or device out of spare parts that seems impossible. Once per rest, you can jury-rig a device that would normally require proper tools and a workshop. The GM should allow creative solutions that stretch believability - the AK47-wielding vacuum bot sentry is exactly the kind of thing this enables.

Welding Expert:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You are a master at welding and repairing metal objects, even in field conditions. You can create permanent structural repairs without a workshop, weld together makeshift armor plating, or seal hull breaches. Your welds are as strong as factory originals and gain a +1d6 Boon when tested.

Resourceful Scavenger:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can find or repurpose materials in any environment. Even in seemingly barren locations, you can locate hidden sources of valuable materials, spare parts, or useful components. Make a Rigging check - on success, you find 1d4 spare parts even where none should exist.

Master Inventor:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can create an entirely new device or contraption using spare parts and your own ingenuity. This goes beyond simple jury-rigging - you can design and build a functional prototype of something that doesn't exist yet. It may be Quality 2-3, but it works and fills a unique need your squad has identified.

Structural Engineer:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can reinforce or repair damaged structures even under the worst conditions. You can shore up collapsing buildings, repair spacecraft hull breaches mid-flight, or stabilize damaged bridges. Your structural reinforcements gain a +1d10 Boon to withstand further stress and last until properly repaired.

Universal Repurpose:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can repurpose any device or piece of equipment for a completely different use or function. A comm device becomes a jammer, a medical scanner becomes a motion detector, a vehicle engine becomes a generator. The repurposed device functions at Quality 2 in its new role but provides exactly the functionality your squad needs right now.

Crafting

Two-Stage Creation Process

Stage 1: Design Tool (Blueprint)

  • Requires: Engineering - Rigging check (DC varies by tool complexity)
    • Simple Tool (DC Easy): Basic implement (pry bar, wrench, simple lever)
    • Advanced Tool (DC Medium): Specialized device (lockpick set, electronic bypass, climbing gear)
    • Elite Tool (DC Hard): Complex contraption (remote detonator, sensor jammer, makeshift weapon)
  • Time: 10 minutes to 2 hours of design and planning
  • Resources: Understanding of task requirements, available materials assessment

Stage 2: Assemble Tool (Crafting)

  • Requires: Spare parts + available materials + basic tools
  • Time: 30 minutes to 4 hours depending on complexity
  • Materials:
    • Spare Parts: Scavenged components (Free if already collected)
    • Raw Materials: Scrap metal, wire, duct tape, adhesives (Free to Cheap)
    • Basic Tools: Knife, multi-tool, or basic toolkit (Free if carried)
  • Workshop: Anywhere with available materials (no formal workshop needed)

Benefits: Stacking Boons and Task Advantages

Each improvised tool grants a stacking Boon when used for its designed purpose:

  • 1 Tool: +1d4 Boon
  • 2 Tools: +1d6 Boon
  • 3 Tools: +1d8 Boon
  • 4 Tools: +1d10 Boon
  • 5+ Tools: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Using the improvised tool for its intended task
  • Making repairs with custom-built implements
  • Bypassing obstacles using crafted devices
  • Performing specialized tasks the tool was designed for
  • Operating in field conditions without proper equipment

Types of Improvised Tools

Repair & Maintenance:

  • Makeshift Wrench: Socket wrench from pipe and scrap
  • Improvised Welder: Arc welder from battery and cables
  • Field Toolkit: Collection of scavenged tools
  • Diagnostic Device: Jury-rigged testing equipment

Infiltration & Security:

  • Lockpick Set: Picks from wire and metal scraps
  • Electronic Bypass: Hacked together circuit override
  • Sensor Loop: Device to fool security systems
  • Remote Trigger: Wireless detonator or activator

Survival & Utility:

  • Climbing Kit: Rope, hooks, and anchors from materials
  • Shelter Frame: Structural supports from scrap
  • Water Filter: Improvised purification system
  • Fire Starter: Reliable ignition device

Combat & Tactical:

  • Makeshift Weapon: Functional weapon from parts
  • Flashbang: Improvised stun device
  • Smoke Generator: Distraction or concealment tool
  • Booby Trap: Defensive alarm or deterrent

Maintenance Requirements

Improvised tools have limited durability:

  • Temporary Nature: Tools may break after several uses
  • Quality: Improvised tools are Quality 2-3 (cannot exceed 3 with Rigging)
  • Replacement: Failed tools must be rebuilt from new materials
  • Risk: Critical failures may break tool mid-use
  • Duration: Varies by quality and stress (GM discretion)

Example: Salvager's Field Kit

"Rusty" Chen builds improvised tools during salvage operations:

  1. Scavenge Materials (DC Easy): Rusty spends 30 minutes gathering spare parts from wreckage, rolls Engineering - Rigging (success)
  2. Create Tools: Over 2 hours, assembles 3 improvised implements:
    • Makeshift pry bar: For opening sealed hatches
    • Bypass device: To override door locks
    • Diagnostic tool: To test electrical systems
  3. Cost: Free (using scavenged materials)
  4. Benefit: When salvaging with improvised tools, Rusty gains +1d8 Boon (3 tools)
  5. Duration: Tools last until they break (typically 5-10 uses each)

Example: Scout's Emergency Gear

Lieutenant "MacGyver" creates survival tools in hostile territory:

  1. Multiple Tools: MacGyver has crafted 5 improvised implements:
    • Climbing anchor from aircraft parts
    • Signal device from comm unit wreckage
    • Water filter from salvaged materials
    • Makeshift shelter frame from debris
    • Fire starter from battery and wire
  2. Benefit: When surviving in the field, gains +1d12 Boon using improvised tools
  3. Investment: Each tool required 30-90 minutes to create
  4. Resource: All materials scavenged from crash site (Free)

Example: Infiltrator's Quick Solutions

Agent "Shadow" improvises infiltration tools:

  1. Rapid Creation (DC Medium): Shadow needs to bypass security, spends 45 minutes creating lockpicks from wire and metal scraps
  2. Quality: Improvised lockpick set is Quality 2
  3. Benefit: +1d4 Boon when picking locks with improvised tools
  4. Risk: Tools may break on failed attempts
  5. Disposable: Shadow leaves tools behind to avoid carrying evidence

GM Notes

  • Limit to 5 carried tools (more tools = more encumbrance)
  • Quality Cap: Rigging cannot create tools above Quality 3
  • Creativity Encouraged: Reward clever use of available materials
  • Story Opportunities: Need for specific materials can drive exploration
  • Failure Consequences: Failed attempts may waste rare spare parts
  • Rule of Fun: Allow creative solutions within reason

Discuss with the GM around what he will and won't allow. Some mods, like the one above, may also require a Programming Roll.
GM's are reminded of the Rule-Of-Fun with this skill, you can always pull in ambitious players by making **Spare Parts ** more specific, "Nope: that's going to require a Solenoid and you haven't got one of those, there might be one in Engineering though…."

Spare Parts

As you loot dead robots, contraptions and abandoned workshops you can scavenge for **Spare Parts. ** The GM can have you make an Engineering roll if he feels **Spare Parts ** might be available.

  1. The base DC is 10 if rolling with the appropriate Engineering repair skill. e.g Repair Mech or Electronics on a Robot, or Repair Mach on some powered Armour.
  2. The DC goes up by +5 if you are using the Engineering Rigging Skill to scavenge for parts.
  3. If the Robot suffered Explosive Damage the GM may rule there are no usable spare parts.
  4. For every 3 points by which you exceed the DC, you scavenge 1 Spare Part.
  5. You can fit 3 spare parts in a Small Inventory Slot.